You have a sniper out in the open at the start. This is bad practice. You have what looks like a combine soldier standing stiff as a board and somehow impervious to bullets. Snipers are designed to be hidden away, not sat there visibly.
Will put him in a little hut.
While you've obviously made some effort to avoid every room being boxes, some more use of decals and perhaps some angles that aren't at 90 degrees to everything else would be good, as well as perhaps some ceiling height variation.
Can you tell me what you think of the newer one?
Once you get into the base up until entering the main chamber, running out of ammo becomes a real problem. A crate somewhere would be handy.
One of the odder things about the map is that the players feel kinda underpowered the whole way through - down to weapon choice and small amounts of health I guess. This became particularly apparent in the last battle, where a team of 4-5 were wiped several times by a pair of Overwatch Elites.
Was trying to make it hard
Actually seeing the dropship arrive and getting an escape ending sequence would be nice.
Just need to find a dropship model.
Only one bug I noticed really - you seem to want to have the headcrabs at the start friendly to the overwatch. However, the overwatch still shoot at the poison headcrabs.
Still can't seem to make them friends, will mess about and see what I can do.
I have updated the map, looks a lot better now (I think), there is two new rooms and have mixed up the final battle.
I am still not happy with the final battle so I will change it soon and also the start area.
Sorry about the one line replies